#Weather Registry / Weather Tweaks / mrov
1 messages ยท Page 10 of 1
Oh
Yeah Nikki deleted the profile so
don't
She won't have the logs
also she uninstalled already
alright
well
if anything happens that you think my mod caused i'd like the logs, please
Yeah that's my fault I forgot to save the log
otherwise i don't really know or care about what's going on ๐ฅฒ
like i know that my mod can do that
but i'm not gonna recreate the scenario from anecdotal evidence, sorry
don't have time for that sadly
alrighty!
i've stared reorganizing the modules in weathertweaks
and it seems like i have so much to cut off that nothing will be left lol
so that's something i'm gonna think about lol
what happened to (gone till 1/09)? 
you're gonna regret these words ๐
๐ฎ
looking at it again for code rebirth, i meant for WeatherRegistry 3c
was really confused and thought rider was trying to gaslight me into believing the nuget package was wrong lol
Yeah I meant to get the logs but I deleted Lunxara's profile without thinking cuz, yknow, 200 mods is a lot
Was freeing up space and then realized the logs were in that folder

I definitely had Foggy but whether it was WeatherTweaks or something else bugging out, idk, cuz it had been Foggy the previous day so the visual may have just desynced from another mod
Who knows
Might be a stupid question, but what are these?
I can guess the filter is a white list for "weather on planet" but I don't know what the other two do exactly
have a vague idea, but don't wanna have to rewrite something for 42 different moons if I screw up X.X
What's the section of this?
Weather Registry
It's for a type of weather, so they all have the same config options, but I'd like to understand them a bit better.
So the blue words for these are weather registry?
level filter is what moons it cant be on (reverses if the above option is true)
level weight is how likely it is to appear on specific levels
weather weight is how likely it is to appear depending on yesterday's weather
ty ^.^/
I found out how to consistently reproduce this
If you use lobby control and type "lobby clear" into the terminal it causes this to happen
not sure if this is something worth noting
@lunar glen lol
interesting
what is cloudy? modded weather?
and whats it do
... + its mod name ๐ฅบ
i need weather.
huh?
uhh
im pretty sure its weather tweaks beta?
i dont think it does anything
idk
Its part of registry im pretty sure
Pretty much a foggy varient
interesting? lol
yeah thats what i figured, thats why i was confused when they said it was foggy
i didnt remember it doing that
Wesley asked me to make it
for what exactly?
๐คท
- no apparent purpose
- no additional functionality
kinda like placeholder ๐
It's the best weather
maybe it should be a hidden weather
isnt this how dust clouds works
on exp
so like moons can occasionally be cloudy but it doesnt say on term
would just be an ambience thing at that point
and i feel like implementing it this way makes sense with how the game works
a hidden None variant ๐คญ
if cloudy has no gameplay differences, this is how i would do it
Yw
Can I disable Cloudy on certain moons easily without having WeatherTweaks in my project?
USC Vortex might not make sense to be Cloudy 
WeatherRegistry
you can blacklist (or whitelist) moons from (or for) certain weathers
ummmm I think so?
100% you can do that in the config (but that's only for you)
Bet u mrov doesn't use weather registry to register cloudy
that would be funny
And true?
of course not. he controls the weather
but you've tried and I appreciate it
Close
Nom nom
I more meant blacklist it by default with the mod
Cuz Cloudy really doesn't work for a spaceship in space lol
yeah, that's absolutely fair ๐
I'll have to prepare a solution for that (cause I forgot about it earlier)
so you'd be able to define weathers you want to match (or don't) in the editor and Registry will use those settings
do you guys have any tips on reducing weather chances over all?, I like tweaks feature but feel weathers are too common by default
You can adjust the weights for all weathers. If you think weather is too common, make None have a lot more weight than other weathers
oh thank you so much
wtf does 7 mean XD
@drowsy willow is not going to like that๐ Can you post a log?
it turned out to be a toxic torando
so it might be a rebirth bug
Still shouldn't be displaying a number, mrov tried fixing that a couple of times
it's a registry issue
please send me your logs if it happens again ๐ฅบ
the numbered weathers are my greatest enemies
99% of the log lines are gonna be about weathertweaks yapping about gordion's selectablelevel
ha ha ha very funny
weathertweaks doesn't spam anymore ๐ญ
๐๏ธ
fair
I keep getting logs with over 2000 weather tweak lines ๐ญ
theres other offenders so not just you
other offender: TerminalFormatter ๐
it was so bad
honestly I'll have to take a look if I've changed the logs in stable version
cause I've done it in beta
There's a reason I disabled all the logging settings for BetaTweaks and WeatherRegistry
Lol
Hey mrov, is WeatherRegistry capable of disabling base-game Weather FX? I want to replace the rain with custom rain FX but I don't know how to go about it
If you mean disabling children/components of effect's GameObject then no
but it shouldn't be hard to do iirc
vanilla's rain is RainParticleContainer - I think disabling it should do the trick
I'll try to send you the code snippet rq
Gotcha. I only have a Unity project for Gorgonzola so I'll have to remember how to set up a mod and dll
that's the GameObject for Rainy weather effect
you'd have to disable all children for it to work
this is how i would do it:
WeatherRegistry.EventManager.ShipLanding.AddListener(
(data) =>
{
if (data.weather.VanillaWeatherType == LevelWeatherType.Rainy)
{
GameObject weatherEffect = data.weather.Effect.EffectObject;
for (int i = 0; i < weatherEffect.transform.childCount; i++)
{
weatherEffect.transform.GetChild(i).gameObject.SetActive(false);
}
// activate your stuff here
}
}
);
this snippet checks the current weather on landing, if it's rainy it disables all children of that gameobject
You have to turn it back on ๐
oh yeah, that ๐คญ
you could do that like this:
WeatherRegistry.EventManager.DayChanged.AddListener(
(daysSpent) =>
{
GameObject rainyWeather = WeatherManager.GetWeather(LevelWeatherType.Rainy).Effect.EffectObject;
for (int i = 0; i < rainyWeather.transform.childCount; i++)
{
rainyWeather.transform.GetChild(i).gameObject.SetActive(true);
}
}
so it runs in orbit
you know what, having an easier way to do this would be beneficial
i'll try to cook something up for that usecase
Hey @drowsy willow
Do you wanna vote in funny poll?
๐

You can vote more than once btw.
Now I dont know if you can change.
Lol

Do the scrap multipliers for combined weathers stack? I don't think it would but it would be a nice feature
They should
@drowsy willow Hey, so you remember weather probe thingy, yeah?
Oh nevermind, you read it.

alrighty ๐ซก
At some point I think you should integrate Cloudy into WeatherRegistry instead of WeatherTweaks :3
Or maybe just make it be a seperate mod in of itself
- why would i do that
- what that has to do with LGU incompatibility
Just a suggestion I was thinking of
it is in a separate mod: weathertweaks
and saw you were active atm
and that's it
Is it this mod or likely a conflict with another that causes moon weathers to not save on a savefile reload and allowing you to basically cycle weathers on the moon you're orbiting as long as you keep quitting and restarting?
Also, could we get a config option to toggle off the weather status appearing on the primary ship monitor screen above the moon info? It becomes redundant for those that have fancier weather status displays like from ExtraMonitors of GeneralImprovements, and it also takes up additional text space on custom moons that had their info fields using every last line available so it wouldn't get cut off (since custom moons don't have text scrolling for the primary monitor info board like vanilla do).
i do think that the weather cycle shouldnt change everytime u reload ur save tbh, there should be something that makes it consistent when loading onto the same save same orbit but that's just how it works rn
I'm almost positive it didn't do it before I got Weather Registry, I coulda sworn some mod fixed vanilla weather cycling on reload like that but I can't remember which in my roster did.
nono i meant thats how weather registry works rn
it does randomise every time u reload the save
it'd be ideal if it didnt imo
(thats how it works in vanilla?)
in vanilla when u reopen ur save the weather stays the same as it was before iirc
but in weather registry
it randomises it
regardless of how it works in vanilla i think it would be a good feature to have. i've also noticed it changing on reload
well, if mrov can manage to get Probe from Lategame Upgrades working with Weather Registry, at least therell a quickfix available then, because you can just remember what weather you were on when you quit, then use probe to set it back to that weather, then use LGU's forcecredits command to cheat your money back up to what it was before the weather probe cost, then continue like normal
it's planned
i know it's an issue - that's how vanilla works and it would be better to not do that
Does All; work for the WeatherTweaks Foggy patch?
No it doesn't
Guh, fun
That's why I ended up just removing WeatherTweaks, I got tired of adding moon names 1 by 1
Too many for that
Yeah a config to just disable the foggy patch would be nice
Well Mrov will be back tomorrow maybe he'll cook something lol
sadly no
it's using the same logic as WeatherRegistry (where placeholders don't work as well ๐ฅฒ)
I mean you could add a Bool Toggle most likely
For enabling or disabling it globally
what are you talking about
there is - next to a mod's name

And then the list if you only want it disabled for certain moons
Or I suppose, you could allow turning the blacklist into a white list
Registry has that
Since you're using the same behavior
I mean flat out disabling WeatherTweaks is nice and all but it contains a lot of essential features lol
But yeah I've also started to prefer not having the foggy patch since a lot of moon devs use custom fog values for the vanilla fog
and the foggy patch tends to make those values look odd
which is something i'd love to hear about and/or get some logs when it happens
I mean I'm not too sure it's something you can fix lol you just change fog significantly compared to Vanilla
I wouldn't even consider it a bug it's just how you do things differently
XD
"oh god i can't see shit" - how is that not a bug?
Okay well that's fair lol
it's clearly not supposed to look like that and yet no logs came my way
I think that was more so it going from dark as shit Eclipsed to Foggy though
How is your fog supposed to look?
let me find it
"Your fog has looked like that for a while now that I didn't know that was unintended tbh" - Lyra "But yeah the sillhouette stuff doesn't look right"
that should be reproduceable though
#1203871322841808906 message
Etern Eclipsed > Foggy
Oh yeah the changes should be much more subtle
Hmmmm
I think it still looks normal on Adamance though but I may be wrong, I think the issues usually occur with Custom Moons
Similar to how Cloudy's visuals only look correct on Adamance
On Adamance you actually get a Cloudy sky
everywhere else the visuals are sorta
rng
I'm guessing Adamance is the planet you use for testing the most
I mean you've played with us before and we pointed out the foggy visuals being odd on some planets so I figured you already looked into this tbh >.< Sorry
no worries, i (sadly) have more things to do than i keep track of ๐
It happens to the best of us lol
why does it happen to me then
Are you saying you're not one of the best?
๐คญ
Lol oof
thats how bad it is
'rov'
the server nickname change 
i do like a little bit of trolling
i just noticed this ping, so sorry for the hyper delayed answer@drowsy willow ๐
lobby clear litterlly deletes the saveFile and attempts to hotload it ( therefore resetting the lobby ) i guess the incompatibility is with the entire hotload system itself
yknow, I have a similar command that resets the lobby to a blank save. I'm curious how close it is to Matty's lobby clear
the 7 weather is spreading
When are we getting 8?
when more weathers added ๐คญ
you have an RPC to do the resetting. i have to work with vanilla compat so, deleting the file and using my other hotload system was the only thing i could do
yeah I originally wasn't using an RPC but found there was huge desyncs between clients and host
and my mod already has networking so not a big deal to add another RPC
Yours is probably better since you actually modify the save data while i'm just calling some vanilla methods from the firing event
yeah but sadly while the hotload system works perfectly with vanilla ( as most of vanilla stuff has a RPC to resync ), heavier mods will start to break pretty quickly
i can make a LobbyControl addon to have RPC reloading ecc but supporting all mods will become an integration nightmare :/
yeah I try to use vanilla methods whenever I can to make compatibility a bit easier
chances of other mods patching into vanilla methods to update their stuff is a lot easier to handle than trying to juggle compatibility myself
problem is that different mods hook to different methods to do their syncing
yeppp this is true
and keeping track of each one of them is going to get ugly really quickly
yeah I guess it depends on what you're trying to track specifically
Anything like this is doomed to fail if your trying to get around not reloading the scene, imo
players are stupid
ye itll be in next
Appreciate you ๐
well, it sounds stupid but it do be like that sometimes
the more "control" they want the harder it is to keep some sorts of assumptions and guardrails
because everything can go wrong
yes because again users are stupid
why no weather is picked when all weights are set to 0? god only knows
theres a reason why most games officially do not have crazy configuration
because it shouldn't happen under normal usage
fair fair
not every game wants to go crazy, that's why
not every game should
I usually clamp most of the config options I add just to keep things within manageable expectations
i have some good news
All/Company/Vanilla/Modded will be in the next release
holy moly what a log message
๐คญ
any chance you can do custom rather than modded ๐
Let's goooo
honestly i can do both
what's the difference in your opinion?
Custom is the official tag used by LLL
lol
Yeah I saw him mentioning it yesterday
custom is LLL, modded is LL
This ^
how about that
He's trying to restore his glory back to being Mrov
i've tried ๐คญ
for me i just do this mrov lmao
i'm earning my letters back
oh ๐
yeah i dont have this stuff enum pill'd cuz they're strings to begin with in the config and i reference LL's enums
i'm hardcoding the vanilla levels cause LAZY
LL 2.0
i'm literally too lazy to do it a different way
cannot wait for v60 to drop when i can't update this list
I mean at least All will still work lol
I mean at least this way there's less room for failure lol
outside the accidental typo i guess
fair
i had a brain explosion
the only way something isnt a vanilla moon
is if LLL exists
so i only need a vanilla moon check if it exists, then i'd just look at the place where LLL stores vanilla moons
and compare there
too much work
@manic cobalt you got any identifiers in the CurrentExtendedLevel about if they're vanilla?
im assuming there's probably a content tag
ain't there a vanilla bool flag?
i wrote this before seeing dat
.ContentType
Baked into ExtendedContent itself
WeatherRegistry 0.1.21
- added level placeholders for config entries:
All: all levelsModded/Custom: all modded levelsVanilla: all vanilla levelsCompany: the company level
no use the enum
and yes, All doesn't include Company
mislreading name, cancelling the "o" 'rv
Bro's a fucking vehicle now
lol
frfr
r'v'd'd
@drowsy willow is the weight system an additive thing where all weights from all 3 categories are added together to acquire the final weight value per weather when a weather change decision is made, or is the weight system an overriding thing, meaning it will go down the list of the 3 categories and whichever of the 3 categories gives it a weight first will cause it to halt the process and use that weight for that specific weather when a weather change decision is made?
okay, so override then, it does not even bother with the other 2 categories of weight if the first has already given it a weight value for the specific weather
right?
yes
"try to apply the weights" confused me and made me wonder if it is applying ALL the weights of all 3 categories
but then... wait I guess that would be silly to even have it check the 3 categories in a specific order if that was how it worked
okay ty!
no worries ๐
When a save is reloaded, the weight system can ONLY check the default weight value to acquire new weathers (since it rerolls all of them anyway on a savegame reload and thus doesn't know what weathers came before it) unless specific moon weights are specified, right?
That's the only explanation I can think of as to why every reload I get what seems to be a totally equally random chance of any possible weather being popped into the moon the savegame was currently orbiting upon reload, since all weathers in the config have a default weight of 100 across the board
I saw the thing over in CentralConfig about the Company Building not being able to have other weathers, would it be possible to add configuration that allows people to change a moonโs random weathers?
Ik giving moons weathers that they donโt naturally have could break them, but it works sometimes
Plus you could take them away too
I cannot get the weights the function at all it seems. I've set their default weights to be balanced heavily in favor of None (300 weight) with all other weathers being between 10 and 90, but with each reload of a save, I am getting TONS of the lowest-weighted weathers, and upon a weather cycle after takeoff, the eclipsed weather weight favors None very very strongly (300 weight compared to next highest being just 40) and every eclipsed moon I have spotted so far turns into a different weather by the next day instead of being clear.
It's behaving as though no weights are set at all, and all weathers are equal weights or something...
and that's why there's no option in Registry to do that
and it's never gonna be one
sure, an external mod can do that (even using WeatherRegistry as a base), but Registry alone will never allow that
oh, my sweet summer child
I have wasted so much time to understand what's happening it's driving me insane
so the moons all have some weather on lobby load
even on new save
and that's why everything can get super random
check your logs to see how the weights are resolved - I'm pretty certain you'll see weather-weather weights on first day/new save
even if it shouldn't happen
actually I think I changed that, let me check lol
yup, on first day no weather-weather weights will be picked
so it's only gonna use level ones and then defaults
send me your modpack code ๐ฅบ
I'll check
01910a5e-5550-11d3-0340-1cbe5db7f4d5
is that happening in dungeon/on the surface/in the ship/in the menu?
fuck
to be fair, we did get hit with a meteor when leaving planet
Yeah I asked her to have you look into this cus it was happening on her end specifically
I can also send my log from the stream
01910b5c-2f90-e2b7-73aa-3a2d2b236ab7
do i need to put spaces inbetween each semicolon for the level weight string
it's not required
is there a way to set the spawn chances of combo weathers and uncertain weathers
I think I may have figured out why my weight changes weren't applying. Is it possible that weather weights are applied per-savegame instead of per-play-session? The weights at least appear to be reflecting roughly what I set them to now, but nothing in the modpack changed. All I can recall doing different is that I started a brand new playtest savegame and the weathers were suddenly looking like they were obeying weights more accurately out of nowhere, with None now taking general dominance like normal.
If this is in fact the case, it should definitely be added to the readme on the mod page so that people don't get confused into thinking the weights system is dynamic enough that it can accept changes on the same savegame when in reality it doesn't (at least for me from previous tests)
then again maybe not... :/
it really just seems to be a total wildcard whether or not it even obeys the set weights at all
dustclouds is set to weight 0 and it NEVER shows up, so something is working but the weight balance overall doesn't seem to be
tbf Dust Clouds doesn't appear on any vanilla moons already anyway
and I presume there's quite a few Moon mods that don't have it either
alright, it works like that: all weights from the config are read when you're loading in a lobby
they can't be changed mid-session (as of now), because i didn't consider that usecase ๐
and - to confirm if your settings are applied&used correctly - WeatherRegistry logs weight the weather selection process: all possible weathers for given moon, their weights and which one was picked (you might have to enable debug logging for that)
dustclouds weather is defined only on couple of moons, so it's not surprising it's not showing up
no no I mean savegame, not play-session. I wasn't making changes mid-session, I was quitting the game and restarting it every single time after saving changes in the config, but the savegame I was using was the same one every time I think, that's what I meant.
nothing is save-dependent
upon investigating these logs, the numbers do seem to check out according to the weights I set, but the selection is still a bit... weird to me, maybe I am just not that good at math though
however
I noticed in the logs it was setting weathers for moons I have set to be NOT registered in the terminal
because I like Auralis but not necessarily Triskelion from Starlancer moons
and I have some moons from Wesley that I don't use because I just wanted some of his custom scrap to place in other moons I thought it fit in, lol
but I think what I'm seeing in the results is that sometimes I get what looks like a weirdly higher amount of low-weight weathers and sometimes it looks normal
and I believe the root cause is exactly this
could you maybe add a config option where it just skips over moons not registered by LLL in the terminal so all the weight and weather distributions go ONLY to moons that can actually be accessed via terminal?
if a moon is loaded in the game (so in a StartOfRound list) it's getting picked up by Registry - even when it's locked/hidden/unused (like Liquidation)
going around that is a pain ๐ง
I cannot think of anything else that better explains why in my tests, sometimes it looks exactly like I imagined it would with None being the majority, and other times weather types of much lower weights are the majority
well okay wait...
I think I'm just being stupid about this
theoretically I can do this myself in the config right?
just set the unregistered moons to be blacklisted from ALL weathers, completely
so the algorithm of WR just skips over them anyway, right?
yes and no
oh?
if a moon is registered, the weather will be picked
but if there's nothing to pick from, it will set None and move on
hmmmm
you can check which moons have which weathers during lobby loading:
well I wanted to make Meteor Shower very rare since it's basically a flat loot value buff with the meteorites mechanic tied to it...
so if I blacklisted all unregistered moons from ALL weather types (except None, obviously)
Meteor Shower would only be able to be considered for the moons of my choosing, and thus it would balance out to show what I am expecting to see, right?
I guess I'll try this, but I'm pretty pretty sure this is the cause of the weird results I'm getting even though the weights are checking out just fine in logs
hmmmm i think so?
in fact I could see this screwing other people over too, perhaps toss in an addition to the WR readme that tells people if their modpack has moons that are not registered in the terminal and thus literally cannot be landed on, they need to manually blacklist those moons from ALL weathers except None, so this would ensure the weathers they want in their playable roster are only considered for the roster of actually playable moons
well, i mean
'cuz if some nutjob comes along with like 18 custom moons unregistered and doesn't realize they are being included in the algorithm, it could annoy them into thinking weights are broken right?
you could probably have a sort of soft dependency with LLL that checks for this? dunno
does it have that big of an impact?
or am I really not understanding the math here and this wouldn't do anything for me at all?
cause obviously i haven't tested it fully
dont think so? numbers would work out the same i imagine?
its not like theres a limited number of a weather
that can appear
currently I have 10 unregistered moons
and it has produced a noticeable impact that convinced me the weight system was broken when the logs confirm it was not
i mean yeah, the weather selection is on a per-moon basis
yeah but those 10 moons cant hog weathers
the question is: does the number of moons (in total) can have impact on the Random function?
@hallow mesa i'll send you something in a sec
no but kinda like with a scrap pool, if you have a gold bar that spawns rarely, it will show up more often on a moon that spawns 60 scrap as opposed to a moon that spawns 12 scrap
cause i'm genuinely curious
i cant wait to find out that the whole math is wrong for the selection
so if I'm not being dumb, I think I understand the math at play here that I am witnessing which lead me to believe weights were off
so I'm pretty sure yes it can overall
it's gonna log the selection process (so the actual picked numbers)
could you import that into your modpack and check?
uhhhh... yes howeverrrr, if you could lemme know EXACTLY the name of the folder I drop that .dll that might be helpful
the only actual file and folder digging I've ever done was for Lethal Quantities and only because it made me, in order to use the web ui tool to customize moons with the Presets.json
because - (i think) - the discrepancy can come from 2 places:
- me creating a new
Randomfor every roll (so it's not planet-seeded like vanilla AND EARLIER VERSIONS ๐ญ ) - ordering the weights, so i'm creating an uneven distribution
don't disable thunderstore's MrovLib
it's gonna override that
now i'm really curious
alrighty, now you just want me to start up the game and show you logs?
yessir
how many times to produce a data set you think is useful?
just start a lobby and there's gonna be a bunch of red mrovlib logs
just once?
great question, don't know
start it once and we'll figure out
what I wonder is, if unregistered terminal moons bloating the overall selection pool for weighted weathers IS the cause...
wouldn't that theoretically also happen for vanilla weather selection?
why didn't I end up seeing a weirdly low amount of clear weather or a weirdly high amount of rare weather with vanilla selection?
it always seemed fine and even and balanced to me
that's kinda what i'm trying to figure: how much my shenanigans affect picked weathers
because something is fucked recently, and i cannot figure it out
send me the logs ๐
it's not that ๐
ummm, is there a quick way I can just send you a massive fucking log?
when u gonna setup saving between reloads so it actually isnt abusable 
and also that ๐ญ
when i figure out how to do that without mod-data-save-lib
should be really simple i think
matty was showing me examples
@lunar glen
his shit is always complex af though
so the example wasnt that great
gonna go to the bathroom, let me know how many more times you'd like me to wipe the savegame and start a new one from lobby @drowsy willow , I'll get you as much data as you want if you think it'll help
๐ญ me trying to make things work dont really work as examples
sophistication is the first gatekeep
just obfuscate your github, ez
๐
i remember seeing a few mods do the "mirror" thing i think its called
where they put all the code in one file lmao
weird af
black magic
i might've sent you the wrong one
github automation defeated me
lol okay I'll update it
just do an import again - it will override the last one
has been written before?
bool exists = ES3.KeyExists("key", GameNetworkManager.Instance.currentSaveFileName)
read type:
Vector3 value = ES3.Load<Vector3>("key", GameNetworkManager.Instance.currentSaveFileName, Vector3.zero)
write type:
ES3.Save<Vector3>("key", [value], GameNetworkManager.Instance.currentSaveFileName);
write array:
ES3.Save<int[]>("key", intList.ToArray(), GameNetworkManager.Instance.currentSaveFileName)
oh, it's that easy?
be sure to make your keys unique from vanilla in primis but from other mods too
also please try to not read/write too frequently. vanilla savefiles are really slow because they use encryption for some reason
ontherwise ES3 is just json
gonna do it every frame
and u cant stop me
Speaking of automation, making every git push to main (or something) upload a new beta version to Thunderstore would be fun lol
i like the fancy touch of having an action in the Update, makes it look professional
that would be so bad ๐
that is horrible
lmao
Nah you all are all wrong, you should do in-progress stuff on another branch, like "dev" :3c
and then merge that to main every once in a while
main is the new dev
master push straight into prod
lmao
actually its a bit mean to take a whole letter off
'ruv
lets just take the top half
lmao
okay, i have no idea why it broke lol
what in particular is breaking?
his life
well that's true for everybody so it's slightly less special
something in string resolving, will send you another dll shortly
okay
go into MrovLib config and enable debug logging:
Actually though, this would be so nice. Maybe even name the releases "<ModName> Git" or whatever to signify it's super up-to-date, and make that build have Extended Logging enabled by default, maybe even make it unable to be turned off. Would get me uploading updates so much more often. And ofc add some thing to insert some info about that it's a Git build (and debugging is force-enabled) into the start of the readme every time it's built
you know, you could easily do that
hmm
Yep! The only issue is that I don't have any mods that would benefit from it :3c
However, LLL on the other hand could benefit from this
Huh? Are you crazy?
If that will get me to actually update shit, yes
I don't update shit because I'm scared things will break, and I don't know if things will break without a beta version
u said ur tired of modding to begin with
more automation isn't gonna get u motivated is all im sayin
This isn't about fucking motivation, this is about getting updates tested
not sure why you're so pissed off
but
you're not gonna get updates made without motivation to begin with
I'm pissed off because you always bring up me not ending up doing anything in response to me talking about doing something, even if it isn't particularly relevant like here
i didnt even bring you up specifically
for weather registry?
yeah
you brought yourself up
all i talked about is that thunderstore doesnt have betas
This is about me delaying updating stuff, like those LL updates
??? again, you brought yourself up here
and apparently were talking about something specific here
you cant be pissed off at me because u injected urself into the conversation
i'm the last person to get mad at you for delaying updates bruh 
have i fucked something up ๐ญ
do you want my profile code so you can gut stuff on your end a bit faster and start doing blind head-bashing-against-wall troubleshoots?
yeah, if you could ๐ฅบ
019112dc-81c8-f38f-362c-72ef5d8adbd2
the animated main menu scared me ๐
C:
my friends are gonna get a kick out of it too, once I finish this modpack up for game night
turns out my debug logger was causing that lol
something like that should pop up
wait you want me to get the logs again?
you literally have my exact profile, wouldn't whatever I get just be the same as whatever you get as well?
or are you just wanting to make sure it matches up?
this ๐
because if we get similar results that's gonna mean everything is working
and then you'll be able to check exactly what's happening, where and why
try tweaking the values and let me know if anything weird happens ๐ฅบ
here's my log from the first one you gave
wuh oh
I can't hit enter in the terminal to check moon weathers
what do you mean disable thunderstore's mrovlib?
you mean disable the mrovlib mod right?
here's the logs, and according to my terminal
there's only 2 windy and 1 meteor shower, 18 of the moons are None weather
which looks waaaaay more reasonable and expected according to my weights
what changes did you make?
literally nothing
this is concerning as fuck
is this just rng being rng
it very well could be
if it is the coincidence is absurd
that's why I was thinking if I blacklist the unregistered moons from all weather, theoretically it would funnel ALL the rng processes onto only moons that can be seen in the terminal
can you try running multiple days and see if it's any better?
you mean starting multiple days where it'll only use the default weights to get initial weathers? or you mean actually running multiple days and looking at results produced by weather-to-weather weighting?
hmm, actually both
first day weathers are always running on seed 0, so it's not representative
AND running multiple days engages weather-to-weather weights
hmmm, now the weather is PACKED
on just the second day
of the 29 visible moons, just 3 have None for their weather...
5 windy, 4 eclipsed, 2 meteor shower
logs should display what are the exact weights, which were used and what was the random roll ๐
but my weather-to-weather weights should NOT be producing that much weather, especially after SO MANY started at None
hmmmmm
oh my
enable debug logging in Bepinex.cfg
nope, terminal is NOT lying to me
logs are lol
oh wait a moment...
sorry, I halted the logs by clicking on the window
those were from the initial load-in lol
sumn's fucky...
upon load-in, Argent started Foggy
upon landing and taking off for day 2 to begin, the weathers cycled and Argent became Meteor Shower
buuut...
unless I'm missing something simple... the weather-to-weather weighting system claims it only had a total weight of 250 to account for (which is all weather weights added together I am assuming)
but if you looksy down in the config for foggy weather
the weather weights clearly add up to more than 250 total
the default weights for all the weathers added up is 595, but the logs claim (for weather generation on day 1 upon loading up a fresh game) that it was a total of 525...
unless I am misunderstanding the numbers presented in the logs, the logs are claiming that Weather Registry is literally ignoring its own config file
a LITTLE BIT for adding up default weights to produce day 1 weathers, and completely for weather weights to produce a weather roster for all days past first
I think I'm just misunderstanding the logs a bit... seems it's changing the number of the total weight for each moon... shouldn't it be consistent if every moon from the first day is just referencing default weights for every single decision?
Celest started as None for day 1, became Stormy upon day 2, and the config for weather weights on None adds up to 480, and the logs show 160 / 1180 (13.5% chance)
is all of this actually correct? I don't get what I'm looking at so either config is being ignored or I'm reading logs wrong
OH NO I'M SO SO SORRY
the weather-to-weather go the opposite way
so you define it in the "new" weather based on the "previous" one
๐ญ ๐ญ ๐ญ ๐ญ ๐ญ ๐ญ ๐ญ ๐ญ
... hold on I need to read that like 3 more times, because I understand the concept of what you're saying but not the details
do you mean I set up my configs wrong?
you want for foggy -> meteor transition to have weather 40
so in meteor config do foggy@40
i am so sorry for not explaining that properly ๐ฆ
it's completely on me
oh wait
so...
it DOES NOT work like how Lethal Company selects a monster or scrap item to be spawned?
where everything has a chance based on it's rarity value, also known as its weight?
no, it does work using weights
then... okay which part did I get wrong?
but in case of WtW weights there have to go the other way around
okay so...
in order to make None be the most likely candidate after Foggy happens
I want it to have the SMALLEST weight value!?
so I want None@20 and, say, Meteor Shower@200 instead here?
oh no, the way you have it set up is the correct order
then why am I getting results where None is treated like it's lower than it is and the lowest are treated like they are mid or high weights?
foggy's WtW weights mean: when Foggy was there the previous day, use those weights
right, so after Foggy, the weather weights listed are what is used to decide the weather on that specific moon, right?
yes
but - keep in mind - not all moons have all weathers
what does the 160 / 1180 thing in the logs mean?
does that not mean the selected weather was weight 160 out of a total 1180 from all weights combined?
yes
it's the picked weather's weight out of the whole pool
please do this so you get more info logged
in that file set this:
to All
oh I thought you only wanted that because I made the mistake of confusing day 1 logs for day 2 logs
no ๐
it's gonna display additional info in between the summaries
what was resolved and where data came from
would I even understand what I'm looking at though?
and does my config look to you like it's set up to prioritize None the majority of the time for WtW weights?
I still don't get why the whole roster of moons just gets BLOATED with ALL kinds of weathers immediately as WtW start being used
and None is instantly treated like it's the rarity of Meteor Shower
i can assure you that you will
that's what i want to figure as well ๐ญ
i wonder if the heathwave weather author takes suggestions, cuz there is one or two thing that i would love to see in this weather ^^
thanks ๐
day 1 - 15 of my 29 moons are None weather, 1 eclipsed, the 3 windy, 13 weathered overall
LMAO
did it break completely ๐ญ
day 2 - 4 of my 29 moons are None weather, 4 meteor, 9 eclipsed, 4 windy
when weather is selected via default weight, the results look like what I'd expect according to the numbers I set
as SOON as WtW weights take precedence
something gets royally fucked up lmao
None is STILL always the majority weight on EVERY WtW weight roster
but it is consistently treated like it's the lowest lol
oh WHAT
those are definitely, DEFINITELY not the WtW weights I set
ON NO NO NO NO
holy fucking shit which config has those numbers defined?
ah whitespike, lemme ask you real quick
does your LGU mod make that uhhh, what'd he call it
the uhhh vector3.zone rectangle next to the ship
the diversion
a solid object with collision?
The cube?
is it possible?
I'm confused as I just dropped in the conversation.
yes that annoying thing you can crash your cruiser into that's invisible and always beside the ship and AI defaults toward it when their pathing breaks or they can't find an AI node or whatever
this is an unrelated question to the WtW nightmare
I just wanted to know, since it's been an issue as long as I can remember making my modpack, and LGU was one of the first mods I added
#1178407269994594435 message
#1178407269994594435 message
You mean these things or you mean another new thing?
must be a new thing, the cube is not visible
it can be jumped up and stood on
it's invisible but solid
@drowsy willow Does CreatePrimitive generate with a collider?
Because if so, it could be mine.
๐ณ i literally don't know ๐ญ
Lol.
yup
Hmm
upon disabling LGU, the little cube no longer has collisions
it's definitely LGU somehow, Xu was right
It could be either Interactive or LGU, I would have to look.,
it's not just player collision in case that helps, monsters literally get stuck on it while trying to default into it as a resting location during pathing issues
but i've explained it so badly even i got lost
sorry for that
the way it works (as shown in the picture): in Meteor Shower config WtW weights that are defined are PreviousWeather@MeteorShowerWeight
so i've got my own mod wrong ๐ญ
then why did logs show only WtW weight None being a correct number to the config?
None@None has 160
right
but then it claimed Stormy had a weight of 160 when config showed 70, and Flooded was also 160 when config showed 20
So you know where the cube is exactly?
Because I supposedly toggled the collider off now when it spawns and you shouldn't be able to interact with.
So if you want to test it, I can pass you the .dll file so that you can replace it.
oh that little bitch has driven me up the wall so many times I know EXACTLY where that bitch is
Damn.
yeah toss me the .dll I'll confirm it works before you wanna push anything
lol
oh my
yeah the cube should be at vector3.zero
thats it?
that's just today ๐ญ
coming back to the main topic
do you understand how it works? because i'm not sure i'm explaining this properly ๐
Just make a tutorial video at this point.
Lol.
Probably a picture book would help more than words, lol.
i was always dreading this moment would come to me
the moment you have to explain in a long way how to use your software, it's bound to fail
so, umm
HAPPY TO BE HERE ๐ญ
@wicked latch nope, it's still there, can still be stood on, this is me standing on it and visually floating

got this and Lategame Upgrades currently installed
01911348-f477-203d-c92d-3f5080049629
OOOOOOH WAIT
I read this back 2 more times, I think I get it
I didn't set None weight as 300
I set METEOR SHOWER WEIGHT as 300 IF the previous weather was None?
it was my fault for explaining it wrong
I thought it meant None weight would be 300 IF the weather had just been Meteor Shower
I see
that explains my absolutely SHITTED-up weather roster on day 2 lmao
i blame myself as well
yeah I can easily see someone thinking it works either way as their first intuition tbh
I blame my computer taking too long to load any kind of code.
well this is excellent, the fucked up weathers were the biggest hurdle in my modpack and now I have the means to fix it

upgrade, ezpz
Gimme money.
refactor all of coderebirth and ill send u a tenner

now I just need to bully Xu into helping me make sure spawned-in tornados work perfect so I can have my precious storm planet that spawns more and more twisters the longer you stay
okay okay, 30 bucks 
and this bitch will finally be ready for game night with the boiz
๐ณ
and its even more money since i deal with pounds
latest version should work, assuming u dont try to spawn them in while the weather itself is windy
you're not that fat
Cesspool is locked on Flooded weather, so the way I implemented them SHOULD make sure that never ever happens
when will latest version go live so I can testy-test?
thanks pookie
It's a good sign seeing errors at boot.
umm, i guess i can upload it now

dude, vsc changed so much
I'm not a modder, all my dev experience is in level design over on the source engine from VALVe, the only errors I ever notice and try to fix are actual in-game behavior that isn't what I want it to be lol
the logs could be calling me fat and ugly and stupid every time I booted the game, I'd neeeeeever know
dont worry, you're not playing advanced company
LMAO I ACTUALLY SAW THAT THO
FR I DID ONCE
it went by fast and I scrolled up like "wait what?"
lol u were there when the list of shame was a thing?
i actually wasnt
and im really curious
what it like was
i neverr got around to finding out what was in those logs
I remember it being some sort of quote that was assigned a name
i remember it being RED
it said something like "Advanced Company is too unstable to be worth using" or something roughly along those lines criticizing AC for being either hard to use, or hard to use with other popular mods
Red was very fun to look at.
lmaooo
screaming at me that i've been a naughty boy
Because it had names I believe lol.
the quote was attributed to someone like that
fucking github, pressed push instead of pull
why make 3 buttons
that look
the exact same
from any distance other than 0.5cm away
i found an old profile
LOL
:hmmst:
the AC dev was REALLY just... snooty in all the times I saw him in his modpage discord channel, or talked with him in it
๐คญ
lol
one time he corrected somebody using a word in the English language, but the thing is, they spelled the word right and he spelled the word wrong lol
yeah good idea

some of my mods as well
uhhh I have skinwalker basically nonfunctional with how I set up its config, and I use mirage instead if you were wondering
only reason I still have skinwalker is because it has a folder where it temporarily drops recorded sound clips, and someone in my friend group likes to snoop in that folder while we play
steal our voices, and play them back to us on the walkie talkie to bully us when we are in tense situations
it was funny, but Mirage doesn't work the same way, so I kept that mod just so that guy could keep doing that lol
Nice.
i have some things to fix, i know ๐ญ
but my bachelor's is arguably more important AND it's not breaking anything, so ๐คท
bro spent 2 hours not realising that he misread his own config
and NOW brings up the bachelor's
I found le cube.
Now to turn off all gameObjects til I stop floatting.
sadge
The toggled one is the cube.
giant specimens atleast?
don't even have it
The thing is.
and my experience with invisible floaty bitch ALSO predates giant specimens
This cube already appeared before landing.
correct, it's even next to the ship while in orbit
yeah that's normal
The thing is all of mine are named so I genuinely don't know why this cube appears.
just auto disable it

alright to be fair, I shouldn't be so confident @wicked latch ... it's possible LGU wasn't actually the cause, because all the moons where it is the biggest issue or easiest to accidentally run into are not any of the free moons where I learned its position by heart, and when LGU was gone, I could not forcecredits 90000 anymore to just go to those moons, so I went to Vow and hopped around and nothing stopped me from moving so I just assumed the cube wasn't there
BUT it's POSSIBLE perhaps I didn't hop around on vow enough, and the cube was still there but I didn't hit it yet
Lol.
I suppose see if I made a cocky boo-boo and disable LGU yourself in that profile, but also go into LLL and set bozoros routing price to 0
bozoros is the easiest place to find it, those two spore lizards almost always make a bee line right to it and just sit in front of it unmoving
@wicked latch okay nvm I shoulda trusted myself, yes it's definitely LGU producing the invisible collisions at vector3.zone cube
~Welp
Time to figure out where it's appearing from then.
Because apparently I didn't count all the cubes.
lol
are you gonna update WR to have new defaults now that we understand how it works better?
there is a plan for creating new set of defaults, not making any ETA promises tho
i will have to run some extensive tests with vanilla selection system and the "original" WeatherTweaks values (cause they've been created by extensive tests as well)
well I'll keep playtesting my modpack and if I think I've achieved WtW weights that feel very similar to vanilla, I'll just toss them to you in case you wanna use those as new defaults
and pick something that will feel vanilla-like and right
(though they are built with windy and meteor shower included so maybe not)
i'd be very grateful ๐
could be nice as a readme recommendation of weights for those with code rebirth tho, just to save those people time
Any chance you can change this to how you originally thought it worked? Because this is really confusing and tedious to balance with
I agree, being able to see the weights of all the weathers in front of you is easier to balance, as opposed to cross-referencing the weights back and forth from different sections of the config to try and make sure the math works out to have weather X always be rarer than weather Y across the board no matter what weather came before it
noted, i'll rework the configs ๐
having an issue where i cant see any weathers at all on the terminal, but they're still there
modpack code if needed (r2modman)01911cb1-f8b2-a612-a2ea-da965df17060
bizarre, my modpack is like 140 mods big and it doesn't have this issue. It's gotta be some sort of conflict, my guess is something related to the terminal itself, perhaps a setting in LLL that dictates how moons are displayed in the terminal, or a not-terribly-common terminal altering mod, or possibly even a specific custom moon that has weather shenanigans tied to how it was built that somehow borks the terminal's ability to show any weathers at all.
I'd start with looking for any mods that have a config setting which hides the weather entirely, because that is indeed a thing, and I think there's even a mod to do specifically and only that as well. From there all you might be looking at is the tried-and-true method of disable-and-restart troubleshooting until they show back up if you get desperate.
you can disable it in the config
thank you
What exactly do the difficulty multipliers change? How do they work?
#1203871322841808906 message
the length multiplier is added every finished quota, the player multiplier is based on # of players during the weather picking (so after takeoff)
and it's capped with maxMultiplier
the weather weights defined in WeatherRegistry config
at some point it was all in WeatherTweaks config, that's why it's referencing it ๐
while playing on cesspool, the second attempt to land on the moon always causes a hang on the Random Seed: screen for the host (looks like Waiting for Players... screen for clients)
My current best guess is that cesspool always forces itself to be Flooded weather due to how the moon is meant to be played, and just to make sure nothing interrupted that, I also went into weatheregistry config and made Cesspool be prohibited from ALL weathers except flooded (including prohibited from None weather). Does this log have anything in it indicating this might be the case?
I cannot spot anything immediately myself
if it isn't weatherregistry getting confused with a moon forcing its own weather, perhaps its the tornados I forced to spawn but I don't see why they'd work on the first day but cause a hang on the second unless the presence of the tornados spawned as enemies (and not from the Code Rebirth weather type they were meant for) is confusing weatherregistry into thinking it needs to use weather-to-weather weights for Windy even though it wasn't Windy but still have tornados present?
nope, that wasn't it... now I'm stumped
if that's the case then holy hell
seems like it's the moon itself
apparently it used to have an issue where it would crash consistently but ONLY on the second day landing there
VERY weirdly specific detail to parallel to my problem
preeeeeetty sure it's just the moon
[08:33:09.4815903] [Debug :WeatherTweaks TimeOfDay] Disabling all weather
[08:33:09.4816076] [Debug :WeatherTweaks TimeOfDay] DecativateObjects is true
[08:33:09.4819318] [Warning:WeatherRegistry] Setting effect None to False
[08:33:09.4819423] [Warning:WeatherRegistry] Setting effect DustClouds to False
[08:33:09.4819621] [Warning:WeatherRegistry] Setting effect Rainy to False
[08:33:09.4819686] [Warning:WeatherRegistry] Setting effect Stormy to False
[08:33:09.4819743] [Warning:WeatherRegistry] Setting effect Foggy to False
[08:33:09.4819803] [Warning:WeatherRegistry] Setting effect Flooded to False
[08:33:09.4819885] [Warning:WeatherRegistry] Setting effect Eclipsed to False
[08:33:09.4819956] [Warning:WeatherRegistry] Setting effect Meteor Shower to False
[08:33:09.4820061] [Warning:WeatherRegistry] Setting effect Windy to False
[08:33:09.4820150] [Warning:WeatherRegistry] Setting effect Cloudy to False
[08:33:09.4820227] [Warning:WeatherRegistry] Setting effect Heatwave to False
PLEASE, I BEG OF YOU STOP USING WARNINGS UNLESS YOU'RE ACTUALLY WARNING SOMETHING



